/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

Copyright (c) 2006-2012, assimp team
All rights reserved.

Redistribution and use of this software in source and binary forms, 
with or without modification, are permitted provided that the 
following conditions are met:

* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the assimp team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the assimp team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

----------------------------------------------------------------------
*/


//
//! @file Definition of in-memory structures for the HL2 MDL file format
//  and for the HalfLife text format (SMD)
//
// The specification has been taken from various sources on the internet.


#ifndef AI_MDLFILEHELPER2_H_INC
#define AI_MDLFILEHELPER2_H_INC

#include "./../include/assimp/Compiler/pushpack1.h"

#include "MDLFileData.h"

namespace Assimp	{
namespace MDL	{

// magic bytes used in Half Life 2 MDL models
#define AI_MDL_MAGIC_NUMBER_BE_HL2a	AI_MAKE_MAGIC("IDST")
#define AI_MDL_MAGIC_NUMBER_LE_HL2a	AI_MAKE_MAGIC("TSDI")
#define AI_MDL_MAGIC_NUMBER_BE_HL2b	AI_MAKE_MAGIC("IDSQ")
#define AI_MDL_MAGIC_NUMBER_LE_HL2b	AI_MAKE_MAGIC("QSDI")

// ---------------------------------------------------------------------------
/** \struct Header_HL2
 *  \brief Data structure for the HL2 main header
 */
// ---------------------------------------------------------------------------
struct Header_HL2 
{
	//! magic number: "IDST"/"IDSQ"
	char	ident[4];		

	//! Version number
	int32_t	version;

	//! Original file name in pak ?
	char		name[64];

	//! Length of file name/length of file?
	int32_t		length;

	//! For viewer, ignored
	aiVector3D		eyeposition;	
	aiVector3D		min;			
	aiVector3D		max;			

	//! AABB of the model
	aiVector3D		bbmin;			
	aiVector3D		bbmax;		

	// File flags
	int32_t			flags;

	//! NUmber of bones contained in the file
	int32_t			numbones;			
	int32_t			boneindex;

	//! Number of bone controllers for bone animation
	int32_t			numbonecontrollers;		
	int32_t			bonecontrollerindex;

	//! More bounding boxes ...
	int32_t			numhitboxes;			
	int32_t			hitboxindex;			
	
	//! Animation sequences in the file
	int32_t			numseq;				
	int32_t			seqindex;

	//! Loaded sequences. Ignored
	int32_t			numseqgroups;		
	int32_t			seqgroupindex;

	//! Raw texture data
	int32_t			numtextures;		
	int32_t			textureindex;
	int32_t			texturedataindex;

	//! Number of skins (=textures?)
	int32_t			numskinref;			
	int32_t			numskinfamilies;
	int32_t			skinindex;

	//! Number of parts
	int32_t			numbodyparts;		
	int32_t			bodypartindex;

	//! attachable points for gameplay and physics
	int32_t			numattachments;		
	int32_t			attachmentindex;

	//! Table of sound effects associated with the model
	int32_t			soundtable;
	int32_t			soundindex;
	int32_t			soundgroups;
	int32_t			soundgroupindex;

	//! Number of animation transitions
	int32_t			numtransitions;		
	int32_t			transitionindex;
} PACK_STRUCT;

#include "./../include/assimp/Compiler/poppack1.h"

}
} // end namespaces

#endif // ! AI_MDLFILEHELPER2_H_INC
